Blue
Human Skeleton
Medium Undead
Initiative +2; Senses darkvision 60 ft.; Perception +0
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DEFENSE
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AC 17, AC(T) 12, AC(FF) 15 (+3 Armor, +2 Dex, +2 Natural)(ACP -1)
HP 11 (Max-2, 1d8, Toughness+3)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft.
Melee Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or Dagger +2 (1d4+2), Range 10'
Ranged Javelin +2 (1d6+2/×2), Range 30'
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STATISTICS
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Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats: Toughness
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GEAR
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Equipment Cost Weight
Explorer's Outfit 10 gp 00 lb
Parade Armor 25 gp 20 lb
Shield 00 gp 00 lb
Scimitar (Melee) 15 gp 04 lb
Dagger (Melee backup) 02 gp 01 lb
Javelin (x3) 03 gp 06 lb
Backpack 02 gp 02 lb
Rope, Hemp (50ft)(x2) 02 gp 20 lb
Plank, Collapsable 04 sp 10 lb
Wandermeal (4 servings) 04 cp 02 lb
Chalk (6x) 06 cp 00 lb
Total: 59.50gp 65 lb
Light Medium Heavy
Max Weight: 0-066 067-133 134-200
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APPEARANCE/PERSONALITY
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When out and about, Blue wears clothing that covers his skeletal nature:
A full lightly armored cloak, with the hood up, long pants, and long sleeved
shirt, gloves and boots, as well as a cap that covers his head, and a small
undecorated face mask, in the image of a smiling visage. When not concerned
about concealing his nature, Aedgar lets Blue take off the disguise, and show
off the bright blue paint that covers his bones.
Blue may have a little more personality than other skeletons, but that is
an reflection upon his master, and the relatively open ended commands he
gives, as much as anything else.
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SPECIAL ABILITIES
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Traits: An undead creature possesses the following traits (unless otherwise
noted in a creature's entry).
No Constitution score. Undead use their Charisma score in place of their
Constitution score when calculating hit points, Fortitude saves, and
any special ability that relies on Constitution(such as when
calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale
effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep
effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to
damage to its physical ability scores (Constitution, Dexterity, and
Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it
can be healed. Negative energy (such as an inflict spell) can heal
undead creatures. The fast healing special quality works regardless of
the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect
also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed
when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities.
Resurrection and true resurrection can affect undead creatures. These
spells turn undead creatures back into the living creatures they were
before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons
mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is
described as wearing, as well as all lighter types. Undead not
indicated as wearing armor are not proficient with armor. Undead are
proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

Armor/Weapons: Simple Weapons, Light Armor, Medium Armor, Non-Tower Shields
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a
particularly powerful aura corresponding to the deity’s alignment
(see detect evil for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell
list. Her alignment, however, may restrict her from casting certain
spells opposed to her moral or ethical beliefs; see Chaotic, Evil,
Good, and Lawful Spells. A cleric must choose and prepare her spells
in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to
at least 10 + the spell level. The Difficulty Class for a saving throw
against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom
modifier.
Like other spellcasters, a cleric can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment is
given on Table: Cleric. In addition, she receives bonus spells per day
if she has a high Wisdom score (see Table: Ability Modifiers and Bonus
Spells).
Clerics meditate or pray for their spells. Each cleric must choose a
time at which she must spend 1 hour each day in quiet contemplation or
supplication to regain her daily allotment of spells. Time spent
resting has no effect on whether a cleric can prepare spells. A cleric
may prepare and cast any spell on the cleric spell list, provided that
she can cast spells of that level, but she must choose which spells to
prepare during her daily meditation.
Channel Energy (Su):Regardless of alignment, any cleric can release a wave
of energy by channeling the power of her faith through her holy (or
unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels
positive energy and can choose to deal damage to undead creatures or
to heal living creatures. An evil cleric (or a neutral cleric who
worships an evil deity) channels negative energy and can choose to
deal damage to living creatures or to heal undead creatures. A neutral
cleric of a neutral deity (or one who is not devoted to a particular
deity) must choose whether she channels positive or negative energy.
Once this choice is made, it cannot be reversed. This decision also
determines whether the cleric can cast spontaneous cure or inflict
spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one
type (either undead or living) in a 30-foot radius centered on the
cleric. The amount of damage dealt or healed is equal to 1d6 points of
damage plus 1d6 points of damage for every two cleric levels beyond
1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage
from channeled energy receive a Will save to halve the damage. The DC
of this save is equal to 10 + 1/2 the cleric's level + the cleric's
Charisma modifier. Creatures healed by channel energy cannot exceed
their maximum hit point total—all excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma
modifier. This is a standard action that does not provoke an attack of
opportunity. A cleric can choose whether or not to include herself in
this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can
perform, her values, and how others see her. A cleric chooses two
domains from among those belonging to her deity. A cleric can select
an alignment domain (Chaos, Evil, Good, or Law) only if her alignment
matches that domain. If a cleric is not devoted to a particular deity,
she still selects two domains to represent her spiritual inclinations
and abilities (subject to GM approval). The restriction on alignment
domains still applies.
Each domain grants a number of domain powers, dependent upon the level
of the cleric, as well as a number of bonus spells. A cleric gains one
domain spell slot for each level of cleric spell she can cast, from
1st on up. Each day, a cleric can prepare one of the spells from her
two domains in that slot. If a domain spell is not on the cleric spell
list, a cleric can prepare it only in her domain spell slot. Domain
spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her
domains, if she is of a high enough level. Unless otherwise noted,
activating a domain power is a standard action.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each
day, as noted on Table: Cleric under “Spells per day.” These spells
are treated like any other spell, but they are not expended when cast
and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity)
can channel stored spell energy into healing spells that she did not
prepare ahead of time. The cleric can “lose” any prepared spell that
is not an orison or domain spell in order to cast any cure spell of
the same spell level or lower (a cure spell is any spell with “cure”
in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert
prepared spells to cure spells but can convert them to inflict spells
(an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good
nor evil can convert spells to either cure spells or inflict spells
(player’s choice). Once the player makes this choice, it cannot be
reversed. This choice also determines whether the cleric channels
positive or negative energy (see channel energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an
alignment opposed to her own or her deity’s (if she has one). Spells
associated with particular alignments are indicated by the chaotic,
evil, good, and lawful descriptors in their spell descriptions.
Death Magic: An undead lord must select the Death domain (and the Undead
subdomain). She does not gain a second domain.
In all other respects, this works like and replaces the standard
cleric’s domain ability.
Death’s Kiss (Su): You can cause a creature to take on some of the traits
of the undead with a melee touch attack. Touched creatures are treated
as undead for the purposes of effects that heal or cause damage based
on positive and negative energy. This effect lasts for a number of
rounds equal to 1/2 your cleric level (minimum 1). It does not apply
to the Turn Undead or Command Undead feats. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can
animate a single skeleton or zombie whose Hit Dice do not exceed her
cleric level. This corpse companion automatically follows her commands
and does not need to be controlled by her. She cannot have more than
one corpse companion at a time. It does not count against the number
of Hit Dice of undead controlled by other methods. She can use this
ability to create a variant skeleton such as a bloody or burning
skeleton, but its Hit Dice cannot exceed half her cleric level. She
can dismiss her companion as a standard action, which destroys it.
Bonus Feats: All undead lords gain Command Undead as a bonus feat. In
addition, at 10th level, she may select one of the following as a
bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick
Channel, Skeleton Summoner, Undead Master.
Unlife Healer (Su): At 8th level, the undead lord’s spells, spell-like
abilities, and supernatural abilities used to heal undead heal an
extra 50% damage. At 16th level, these effects automatically heal the
maximum possible damage for the effect + the extra 50%. This does not
stack with abilities or feats such as Empower Spell or Maximize Spell.
Death's Embrace (Ex): At 8th level, you heal damage instead of taking
damage from channeled negative energy. If the channeled negative
energy targets undead, you heal hit points just like undead in the area.

Command Undead (Class): As a standard action, you can use one of your uses of
channel negative energy to enslave undead within 30
feet. Undead receive a Will save to negate the effect.
The DC for this Will save is equal to 10 + 1/2 your
cleric level + your Charisma modifier. Undead that fail
their saves fall under your control, obeying your
commands to the best of their ability, as if under the
effects of control undead. Intelligent undead receive
a new saving throw each day to resist your command.
You can control any number of undead, so long as their
total Hit Dice do not exceed your cleric level. If you
use channel energy in this way, it has no other effect
(it does not heal or harm nearby creatures). If an
undead creature is under the control of another
creature, you must make an opposed Charisma check
whenever your orders conflict.
Selective Channeling: When you channel energy, you can choose a number of
(Level 1) targets in the area up to your Charisma modifier.
These targets are not affected by your channeled
energy.

Ease of Faith (Faith): You gain a +1 bonus on Diplomacy checks, and
Diplomacy is always a class skill for you.
Capable(Perception): You gain a +1 trait bonus to that Perception and it
becomes a permanent class skill

Size: Med
Gender: Male
Age: 27
Height: 5'1"
Weight: 135 lbs
Hair Color: Dark Brown
Eye Color: Golden
Skin Color: Pale
Appearance: Standing casually in a beautiful dark grey cloak, in which a pattern has been stitched: light grey and red trace the locations of the skeleton and major blood vessels of the wearer. When Aedger moves, it is easy to see where small armor plates have been sewn into the cloak, and hear the chains reinforcing the joints. Around his neck hangs a necklace with a pendant in the shape of two clasped hands: one human, the other skeletal. A morningstar is securely fastened in the small of his back, and a light crossbow is loosely tied to his waist. He often looks around, taking in his surroundings, and establishing the location of his allies, usually expecting trouble to start at the drop of a hat.
Demeanor: Aedger is almost always respectful of everyone he meets, keeping an open mind about others' beliefs, if for no other reason than he would like them to keep an open mind about his. He finds that the best way to avoid trouble is to avoid notice, and doesn't draw attention to himself, or his abilities without reason.

Aedger was raised by a human family of farmers in the more tolerant Northern Isles. They taught him the value of life, hard work, and practicality. His father often worked with a local necromancer, providing him with food from the farm, in exchange for undead labor.
Aedger worked to learn the power of the undead, so that he could help his family continue to farm, and help others too. Because the workers didn't need food or pay, Aedger's family was able to help the poor and sick, and this spirit of community was ddeply instilled in Aedger.
Aedger joined the military of Illi Esse, and for a brief time found a calling as a combat instructor (benign undead make wonderful target practice). He needed to move on though, and find new ways to help, so he made his way to the Glass City, in hopes of advancing his career, and his cause, and maybe one day he will return home, and become a farmer himself.